diff options
Diffstat (limited to 'src/game/ScriptedSimpleAI.cpp')
-rw-r--r-- | src/game/ScriptedSimpleAI.cpp | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/game/ScriptedSimpleAI.cpp b/src/game/ScriptedSimpleAI.cpp index 805cd0e866b..08797515837 100644 --- a/src/game/ScriptedSimpleAI.cpp +++ b/src/game/ScriptedSimpleAI.cpp @@ -99,11 +99,11 @@ void SimpleAI::EnterCombat(Unit *who) //Random text if (Aggro_TextId[random_text]) - DoScriptText(Aggro_TextId[random_text], m_creature, who); + DoScriptText(Aggro_TextId[random_text], me, who); //Random sound if (Aggro_Sound[random_text]) - DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]); + DoPlaySoundToSet(me, Aggro_Sound[random_text]); } void SimpleAI::KilledUnit(Unit *victim) @@ -112,11 +112,11 @@ void SimpleAI::KilledUnit(Unit *victim) //Random yell if (Kill_TextId[random_text]) - DoScriptText(Kill_TextId[random_text], m_creature, victim); + DoScriptText(Kill_TextId[random_text], me, victim); //Random sound if (Kill_Sound[random_text]) - DoPlaySoundToSet(m_creature, Kill_Sound[random_text]); + DoPlaySoundToSet(me, Kill_Sound[random_text]); if (!Kill_Spell) return; @@ -126,10 +126,10 @@ void SimpleAI::KilledUnit(Unit *victim) switch (Kill_Target_Type) { case CAST_SELF: - pTarget = m_creature; + pTarget = me; break; case CAST_HOSTILE_TARGET: - pTarget = m_creature->getVictim(); + pTarget = me->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1); @@ -153,18 +153,18 @@ void SimpleAI::KilledUnit(Unit *victim) void SimpleAI::DamageTaken(Unit *killer, uint32 &damage) { //Return if damage taken won't kill us - if (m_creature->GetHealth() > damage) + if (me->GetHealth() > damage) return; uint8 random_text = urand(0,2); //Random yell if (Death_TextId[random_text]) - DoScriptText(Death_TextId[random_text], m_creature, killer); + DoScriptText(Death_TextId[random_text], me, killer); //Random sound if (Death_Sound[random_text]) - DoPlaySoundToSet(m_creature, Death_Sound[random_text]); + DoPlaySoundToSet(me, Death_Sound[random_text]); if (!Death_Spell) return; @@ -174,10 +174,10 @@ void SimpleAI::DamageTaken(Unit *killer, uint32 &damage) switch (Death_Target_Type) { case CAST_SELF: - pTarget = m_creature; + pTarget = me; break; case CAST_HOSTILE_TARGET: - pTarget = m_creature->getVictim(); + pTarget = me->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1); @@ -214,21 +214,21 @@ void SimpleAI::UpdateAI(const uint32 diff) if (Spell_Timer[i] <= diff) { //Check if this is a percentage based - if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > -Spell[i].First_Cast) + if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && me->GetHealth()*100 / me->GetMaxHealth() > -Spell[i].First_Cast) continue; //Check Current spell - if (!(Spell[i].InterruptPreviousCast && m_creature->IsNonMeleeSpellCasted(false))) + if (!(Spell[i].InterruptPreviousCast && me->IsNonMeleeSpellCasted(false))) { Unit *pTarget = NULL; switch (Spell[i].Cast_Target_Type) { case CAST_SELF: - pTarget = m_creature; + pTarget = me; break; case CAST_HOSTILE_TARGET: - pTarget = m_creature->getVictim(); + pTarget = me->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1); @@ -244,8 +244,8 @@ void SimpleAI::UpdateAI(const uint32 diff) //Target is ok, cast a spell on it and then do our random yell if (pTarget) { - if (m_creature->IsNonMeleeSpellCasted(false)) - m_creature->InterruptNonMeleeSpells(false); + if (me->IsNonMeleeSpellCasted(false)) + me->InterruptNonMeleeSpells(false); DoCast(pTarget, Spell[i].Spell_Id); @@ -255,11 +255,11 @@ void SimpleAI::UpdateAI(const uint32 diff) //Random yell if (Spell[i].TextId[random_text]) - DoScriptText(Spell[i].TextId[random_text], m_creature, pTarget); + DoScriptText(Spell[i].TextId[random_text], me, pTarget); //Random sound if (Spell[i].Text_Sound[random_text]) - DoPlaySoundToSet(m_creature, Spell[i].Text_Sound[random_text]); + DoPlaySoundToSet(me, Spell[i].Text_Sound[random_text]); } } |